Ruby's Portfolio
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Solo Projects
Here are a few projects I created on my own, most are narrative driven and a few attempt to explore code.
Drone
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Using real-world science, this game has the goal of creating a fake planet that could theoretically function. The only difference; the sun is a red dwarf rather than a yellow dwarf star. Though it sounds like a small change, it affects a lot.
An example would be that the planet would need to be closer to the sun to harbour life, therefore; the planet will become tidal-locked. This is when the planet no longer rotates, leaving a "goldilocks zone" (a point where a never-ending day and night meet). One pole is hot, another is cold, this causes fast wind speeds. This is just one example and it shows just how much one thing can cause a domino effect.
Excluding the fact it is a passion-project, the game aims to eventually be able to teach others somewhat complicated subjects in a more "hands-on" and "simple" approach.
The Cross-Hare
A heavily narrative based game that had a large amount of branching narrative (as seen to the right of the screen)
The game played like a board game, you could select a path once at a cross-road and deal with whatever consequences you came across. In this game, it was a first chapter to test out functionality so the split had to return to the main game, sort of like a tutorial.
Characters would give clues to certain pathways/events but even if they had been missed or ignored the game was still possible to pass.
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The Guessing Game
A simple counting game created in visual studio, this game was made to get a better grasp of code without having the extra step of implementation in Unity.
Rat Economy
A game that was made using macros, it was made as a test for designing game economies and general balancing. The game keeps memory of information, meaning the player only has to input choices rather than calculations.
The game situated around a "rat family" in which the father (the player) had to take risks in order to support their family. Health and all 3 rats could be lost depending on how the game was played.
Eventually the game was no longer just an economy test, but one to observe player principles.
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Insecte Noir
Combining "Insecte" (insect) and "Noir" (black) to make a name that gives a nod to the noir genre of the 1940s-50s. Insecte Noir is a heavy narrative game with the setting of a noir film, except that all the characters are bugs and behave as such.
It was a commentary on nature vs nurture, it frequently used branching narrative to give a true sense of choice.